INSOMNIA is my first project and before that, I had only occasional experience in the video game industry as an artist and animator. My initial goal was just to create beautiful 3D scenes but I ended up being the CEO of the company.
However, when it comes to indie teams, combining several roles is quite common. I was no exception and served as an artist, art director, and level designer at different stages of development. I did the initial concept art for INSOMNIA but at some point, I realized that in order to meet my own levels of standard and expectations, I needed to recruit more experienced professionals. In addition to that, I’m responsible for the way the characters look and how they are built, certain UI aspects, AI tuning and loot distribution in the game.
Obviously, old-school RPGs like Fallout 1 and 2 were my initial source of inspiration. However, later we felt like we don’t want to make just a clone of these games. Instead, we should try to take a step forward within the genre. This made the overall development process somewhat harder but it gave us valuable experience in return.
When it comes to other games, I really enjoyed Total War, Mount and Blade and the RPG genre in general. Lately though, there isn’t much to it other than the second installment of Pillars of Eternity. I also dig games like This War of Mine, Limbo and Inside — they doesn’t require too much time and feel satisfying after just 3-4 hours of gameplay. I feel like this is a very effective way to design games and would like to move in this direction with my future projects.
My story started in 2010 when I first met Anatoliy Guyduk. That summer he introduced me to the “Icar Project” which later became what we know as INSOMNIA: The Ark. I’ve joined the team and started covering the technical side of things.
I was responsible for implementing all of the main quests and some of the sidequests as well. Which means I must be the most knowledgeable person when it comes to the story of the game. I really enjoy working on this title as the member of the team and I feel that this is the best source of inspiration for me.
I play INSOMNIA very often since we still need to improve quite a few things. Other than that I’m fond of 7,62 and games from Rockstar.
I clearly remember how I was invited to Mono Studio by one of my friends — she told me that they have recently started developing “a big game”. When I first visited them back in 2012 it didn’t take a long time to realize we are cut out to work together: I loved the atmosphere and aesthetics of the game and the studio itself. So many ambitious ideas were born there, and so many have never meant to see the light of the day (as we figured out later).
I’ve joined the team when INSOMNIA was still in the pre-production phase. It looked different and generally felt like a collection of emotional and chaotic concepts. It took a few years of episodic work (we took our time, so to speak) to create a core for the future game, and we were able to continue with a more active development ever since we were successfully funded on Kickstarter in 2014.
My responsibility was to help develop the setting and the story. After we were satisfied with the outlines of the INSOMNIA’s world I became more active with adding details to the lore, characters, dialogues, and narrative design. Generally, I ended up being involved in everything text related (localisations, etc.)
During my work on INSOMNIA, I was inspired by all kinds of things. You’ll never know which cultural element will give you some fresh ideas — it can be a 14th-century musician’s bio, a Korean art-house, Russian B-movies from the 90s or some random Facebook story.
Usually, though, this role is reserved to the sci-fi literature of 40s-80s, historical events, movies/TV-shows/animation with no specific genre or time period (sci-fi and good old classics are always a priority though), old-school comic books, as well as art of all shapes and forms. Also, I really admire the Japanese creative mindset — there’s always a big chance to find all kinds of madness being produced there (especially in the 70s).
These days I rarely invest my time in hardcore games, however, I really love Space Rangers, Paradox games, Cuphead, Ori and Blind Forest. Playing Kingdom Come sounds like a good idea but I can’t let myself to spend 100+ hours on a game these days.
Mostly, I play games with outstanding stories and atmosphere like Darkwood, Soma, Return of Obra Dinn, Cat Lady. I also dig story-driven FPS games like Bioshock or F.E.A.R (oh, I just realized I’ve spent at least 50 hours playing Into The Breach). Some time ago I had a crush on “weird” titles like Stanley Parable and Magic Circle. And there is certainly a list of games I can’t avoid playing no matter how much time it will take to complete them (Talos Principle, Portal and The Witness).
“Insomnia: The Ark has been a long time coming. Developed by Russian developer Mono Studio over the course of nine years, it gained a significant following after a successful 2014 Kickstarter campaign. Now this retro sci-fi RPG is finally ready to play, and looks like an impressive combination of Fallout, Mass Effect, and Bioshock.” - Marshall Lemon @ VG24/7
“The art direction is mesmerizing. The dieselpunk Nomah civilization has a fascinating and beautiful aesthetic. It looks like a combination of Soviet propaganda and architecture with retro-futuristic elements. As said in the preview, the influence from the art direction of Fallout and BioShock is very clear, though it’s not just a barefaced imitation. It’s an original combination of elements and details, with a sleek space station visual design.” - Richard Costa @ Techraptor